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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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<strong>The</strong> sequencenumber is the integer light handle defined in a LightSource or AreaLightSource<br />

request.<br />

EXAMPLE<br />

LightSource ”main” 3<br />

Illuminate 3 0<br />

SEE ALSO<br />

RiAttributeEnd, RiAreaLightSource, RiLightSource<br />

4.2.4 Surface shading<br />

<strong>The</strong> graphics state maintains a current surface shader. <strong>The</strong> current surface shader is used to<br />

specify the surface properties of subsequent geometric primitives. Initially the current<br />

surface shader is set to an implementation-dependent default surface shader (but not ”null”).<br />

<strong>The</strong> <strong>RenderMan</strong> <strong>Interface</strong> includes six standard types of surfaces: ”constant”, ”matte”, ”metal”,<br />

”shinymetal”, ”plastic”, and ”paintedplastic”. <strong>The</strong> definitions of these surface shading procedures<br />

are given in Appendix A, Standard <strong>RenderMan</strong> <strong>Interface</strong> Shaders. <strong>The</strong> parameters<br />

controlling these surfaces are given in Table 4.8, Standard Surface Shader Parameters.<br />

RiSurface ( RtToken shadername, ...parameterlist...)<br />

shadername is the name of a surface shader. This procedure sets the current surface<br />

shader to be shadername. If the surface shader shadername is not defined, some<br />

implementation-dependent default surface shader (but not ”null”) is used.<br />

RIB BINDING<br />

Surface shadername ...parameterlist...<br />

EXAMPLE<br />

RtFloat rough = 0.3, kd = 1.0, width = 0.25;<br />

RiSurface (”wood”, ”roughness”, (RtPointer)&rough,<br />

”Kd”, (RtPointer)&kd, ”float ringwidth”, &width, RI NULL);<br />

SEE ALSO<br />

RiAtmosphere, RiDisplacement<br />

44

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